Danro/Packages/com.coplaydev.unity-mcp/Editor/Tools/McpForUnityToolAttribute.cs
Danil Iarosh 716f55c138
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Add player skin override and update game assets
- Добавлен компонент подмены спрайтов игрока перед началом игры.
- Обновлены сцена уровня, префабы, шейдеры, настройки импорта и данные призов.
- Зафиксирован embedded-пакет Unity MCP 9.6.8 и обновлены связанные файлы проекта.
2026-09-22 13:21:18 +03:00

123 lines
4.1 KiB
C#

using System;
namespace MCPForUnity.Editor.Tools
{
/// <summary>
/// Marks a class as an MCP tool handler
/// </summary>
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class McpForUnityToolAttribute : Attribute
{
/// <summary>
/// Tool name (if null, derived from class name)
/// </summary>
public string Name { get; set; }
/// <summary>
/// Tool description for LLM
/// </summary>
public string Description { get; set; }
/// <summary>
/// Whether this tool returns structured output
/// </summary>
public bool StructuredOutput { get; set; } = true;
/// <summary>
/// Controls whether this tool is automatically registered with FastMCP.
/// Defaults to true so most tools opt-in automatically. Set to false
/// for legacy/built-in tools that already exist server-side.
/// </summary>
public bool AutoRegister { get; set; } = true;
/// <summary>
/// Tool group for dynamic visibility on the Python server.
/// Core tools are enabled by default; other groups start hidden and
/// can be activated per-session via the manage_tools meta-tool.
/// Valid groups: core, vfx, animation, ui, scripting_ext, testing, menu.
/// Set to null for server meta-tools that should always be visible.
/// </summary>
public string Group { get; set; } = "core";
/// <summary>
/// Enables the polling middleware for long-running tools. When true, Unity
/// should return a PendingResponse and the Python side will poll using
/// <see cref="PollAction"/> until completion.
/// </summary>
public bool RequiresPolling { get; set; } = false;
/// <summary>
/// The action name to use when polling for status. Defaults to "status".
/// </summary>
public string PollAction { get; set; } = "status";
/// <summary>
/// Maximum seconds to poll before timing out. 0 means use the server default.
/// Useful for long-running operations like builds.
/// </summary>
public int MaxPollSeconds { get; set; } = 0;
/// <summary>
/// The command name used to route requests to this tool.
/// If not specified, defaults to the PascalCase class name converted to snake_case.
/// Kept for backward compatibility.
/// </summary>
public string CommandName
{
get => Name;
set => Name = value;
}
/// <summary>
/// Create an MCP tool attribute with auto-generated command name.
/// The command name will be derived from the class name (PascalCase → snake_case).
/// Example: ManageAsset → manage_asset
/// </summary>
public McpForUnityToolAttribute()
{
Name = null; // Will be auto-generated
}
/// <summary>
/// Create an MCP tool attribute with explicit command name.
/// </summary>
/// <param name="name">The command name (e.g., "manage_asset")</param>
public McpForUnityToolAttribute(string name = null)
{
Name = name;
}
}
/// <summary>
/// Describes a tool parameter
/// </summary>
[AttributeUsage(AttributeTargets.Property | AttributeTargets.Field, AllowMultiple = false)]
public class ToolParameterAttribute : Attribute
{
/// <summary>
/// Parameter name (if null, derived from property/field name)
/// </summary>
public string Name { get; }
/// <summary>
/// Parameter description for LLM
/// </summary>
public string Description { get; set; }
/// <summary>
/// Whether this parameter is required
/// </summary>
public bool Required { get; set; } = true;
/// <summary>
/// Default value (as string)
/// </summary>
public string DefaultValue { get; set; }
public ToolParameterAttribute(string description)
{
Description = description;
}
}
}